Fires a single laser beam that does 150-180 on a direct hit. It is useful for situations where you need less delay or are firing a calibration shot (shooting across the feild to get the correct power). This shot is your regular, standard weapon. It is weak, so you shouldn’t use this as your main weapon though.

This weapon is basically the same as weapon 1, except it shoots 2 beams (like the turtle’s shot 2). It can do about 200-250 damage if you land both beams. It won’t clear as much land as weapon 1, but the damage makes up for the reduced bunging ability. If you used shot 1 before, then you should cut the power by 1/4″ to have both beams hit (you don’t need to do this with Ultra High Angle shots though). This should be your main weapon. If you shoot into a tornado, the beams can seperate, though they usually end up hitting near each other.

This is one of the best anti-shield weapons in the game. It will get rid of ALL of the shield on an enemy (even if it has been charging up and fills up half the health bar), doing about 500 damage (or more depending on their shield). It isn’t very good for non-shielded bots though, because it only does about 250-300 damage to them. The range is about 3″ from the impact zone. WARNING: Do not use it when you are near the enemy, it will get rid of your shield too.

The mage is very good in sniper type situations, though it can also be good in melee situations. The best angle to use is 45, though you should change it if the situation requires. Remember your angle, and stick with it for all the time it works. You should first fire a calibration shot, which will hopefully miss (yes, miss). You should then hit them with the SS for 400-500 easy damage. Finally, keep on hitting them with the Mage’s 2nd attack.

/———- |Items | ———-/

Maximum Damage Load out:

Kill ’em fast! -Dual x2 -Teleport

Collateral Damage Load out:

Gives a great damage range. -Lighning x2 -Teleport

Bunge Load out:

Help the mages bad bunging ability. -Bunge x4 -Teleport

/———- |Avatar | ———-/

Attack – Very helpful if you have good aim. Bunge – Helps out Mage’s extremely bad bunging ability. Defense – Good for all mobiles.

………………………………………….. ……………………….. 12345678901234567890123456789012345678901234567890 12345678901234567890123456789 ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿ ½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï ¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿ ½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ The dots should be exactly on top of each number, and should stop at the same spot. If it does not align correctly, there is no hope for you. Also, if you cannot see the uperscore (ï¿½) correctly, things in this guide may not be shown correctly.

1.15 – Jan 8 04 – I just felt like looking over this, and fixing a few things that have either changed, or never were true.

____________________________________________ / /| | _ |) _ _ _ _ -=< 1 | || | | | | |) | | | | || | || >=- _|_ ï¿½ ï¿½ ï¿½ ï¿½ / ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿ ½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï ¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ï¿½ One night after many weeks (months?) and a look at the FAQ page for Gunbound, I decided the people need to know how to use the boomer. When I first started playing, I thought that you had to be a pro or a hacker to use the wooden mobile, but no. All you need to know are some numbers and tricks. After reading this guide, you will be well on your way to becoming a master of the boomerlauncher!*

*your results may vary

And my name has a ZERO on the end, not a capital “o”.

Advantages: Being light as it is, it has a relatively high mobility. I’ll never understand, but the boomerangs it shoots hurt a lot (maybe they’re packed with explosives?). Somehow the people of Miramo (creators of the boomer) have made this wooden log a living creature (magic?). That means it is strong against lightning (+4% defense) and takes the health bonus from heals.

Disadvantages: The boomer, being wooden, has low health and low defense (as aposed to metal). The boomer is a creature, and all creatures are weak to laser weapons (-4% defense).

GENERAL COMMENTS: All three of the boomer’s shots (1, 2, and SS) are the exact same weight but do more damage respectively. The first shot has low delay (890) and does okay damage. The second shot shoots four boomerangs that do about 1/2 the damage of the first shot each and is good for digging. The SS must be in the air for 3-4 seconds so it can change into a golden ‘rang of doom. It does 500 dmg on a direct hit on a jewel/no-avatar. All three of these attacks MUST hit the tank to do damage. If you hit just beside, you could do no damage at all.

WIND: This is a HUGE problem for newbies trying out the boomer. But with a few tricks, it can be easily countered. All wind examples are facing straight left or straight right unless specified otherwise.

0-1 wind: Your shots wont be affected by the wind at all. If you want to go for the high angle bonus, now is the time. If you want to hit a mobile that is two mobile-lengths away (one could fit inbeween you two and touch, but not overlap), shoot almost straight up and a bit towards them. Put it to 89 and shoot full power (use dragshot to be quicker). Right click and hold on the screen and drag it so your mobile is right at the edge. If you aim at 82 (towards the other side) and shoot full power, you will hit the just short of the edge of the screen AT THE SAME LEVEL AS YOUR TANK. If your target is higher, your shot won’t quite make it to them.

2-3 wind: BE CAREFUL! If you don’t look at the wind before you shoot, the wind could easily change from 1 to 2. THIS MAKES ALL THE DIFFERANCE! In 2-3 wind, your shots WILL be affected by wind (a lot). Just be careful and try to adjust your shot accordingly. Don’t try for high angles unless you know what you’re doing. If the wind is going towards your target, think of each number added to 1 wind, as an angle. So if the wind was 2 facing right, a 90 degree angle, full power, should land where it would if you shot at 89 in 1 wind. This low wind can be used for backshots, but only at a closer range.

4+ wind: If the wind is facing in your target’s direction, aim the other way and go between angle 65 and 75 (preferably 70). If you shoot full power, the shot will go the way your tank is facing (against the wind), if you shoot ANYTHING less than full, your shot will stop in mid-air and go the other way. This is how to do the back shot. If the wind is weak or pointing down, it will be hard to reach enemies far away using the back shot.

Any wind If you are to the left of your target, use the strat above facing the using full power. wrong way: If you don’t want to do any fancy tricks to counter the wind, just aim lower than 45 degrees (sometimes below 40 is needed). Too bad they patched the bug shot, that was usefull.

Using duals: NEVER use a dual to dig any amount of dirt if you want to deal maximum damage. A really cheap thing to do with duals is to use a dual (don’t shoot), skip a turn, then use another item like lightning or blood (so far those are the only ones I know work), then you can use BOTH items in ONE turn!

Elements: Force: This will increase the damage you deal to your target. If you can, use your SS to deal major damage. Dual+ is also good if you don’t want all that delay.

Hurricane: This isn’t too bad for the boomer, so just remember if your shot is going up, the hurricane will make it go higher and visa versa. This is hell for backshots and high angles if it’s right in front of you.

Lightning: This causes a bolt of lightning to come from the top of the screen and travel straight down to the spot where your shot hit. This is great for the boomer’s second shot because one bolt will come down for EVERY boomerang. So use shot 2 (and dual) for max damage.

Wind: Keep your eye on this at all times and refer to the strategies above for more detailed help.

Thor: Like lightning, this will fire a laser from the satellite to where your shot landed. Use shot 2 (and dual) for MAJOR damage.